So, I just started modding Yamagi Quake and I'm in love with it. The code is easy to compile, read and modify. It's a joy, so much fun that it reminds me of the UnrealScript on UT99. Anyway: if you compare Quake 2 to Quake 1, though, it sucks. The game is slow, weapons feel less powerful, enemies are slow... everything looks like is in slow motion. Does anyone know if there's an existing mode that detected this and made Q2 look like Q1 or Q3?

Unfortunately, no. Also, due to Quake2 lacking a VM of any kind, crossplatform requires that you compile separate gamecode files for windows, linux, mac, etc. And since very few (that I''m aware of anyway) Quake2 mods ever released the gamecode source separately...

I'm planning on making a Quake2 QC codebase for use with FTEQW once I finish getting my new QC Codebase / FBX Upgrade finished.

Some of the things I'm planning for this project include changing the game to correct the gameplay flaws, and be more consistent with Quake 4. (which was a decent game, despite the lack of exploration that Quake2 had)

On the roadmap for this:1. New weapon models / mods for most weapons. Chaingun would be replaced with Nailgun for example.2. New models (and in some instances new monsters) for certain monsters: Engineer, Icarus (should be Jetpack Tactical IMO), Berserker, Light Tank, Iron Maiden, Gladiator, etc.3. Vehicles, for great Metal Slug-ish Justice. >=D (Hovertank, Slug Gunner-esque walker)4. Maybe a few new maps for better bridging, vehicle fight insertion.5. Upgraded FBX for DM play.

I blame quake2's 10fps nature for making so many things unworkable even in singleplayer. The annoying part is that its really annoying to 'fix', with all sorts of compatibility issues (for a start, it needs new gamecode, which makes it an impossible feature for me).

right now I'm wondering what issues fte would have with (vanilla) q2 gamecode converted to qc. it'd need to use chunks of csqc to deal with stuff like shell-fx and beams etc, as well as the hud, etc. particles can at least be spawned using the q2part.* effects easily enough. getting the player physics the same(ish) will no doubt be a lot of work though (might even be easier to add a 'pm_quake2ish' cvar to the engine...).but yeah... it would certainly be an interesting project.and now I'm wondering how well fteqcc accepts C code.

I honestly prefer all the game code in C. Easier to debug, i get to use my IDE and all its features. Also, i can use a bit of C++ where it makes sense, like monsters. Maybe that's why I've been enjoying it so much. The only problem is that the game itself feels like crap.

I've fixed the movement code to make it look a little more like Quake 3. Now I'm working on enemies and tweaking player speed. The lack of Q2 gamecode tutorials sucks, but getting to use an IDE is super helpful.

I don't know if default Q2 movement was modified, but I'd look at mods like Lithium and AQ2. I always think the Q2 player needs a brake job, upgrade to disc brakes or something A little too much momentum when stopping.

Some of our features include a Quake3-inspired refactor of our player movement, the introduction of a Quake3- style client-side game module, OpenGL 3.2 renderer (full GLSL), 40Hz tick rate, all new and original content, and a dozen or so high quality maps -- including ports of the 8 original Quake2 deathmatch levels.